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SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 360f) { Vector3 directionToTarget = (target.centerPoint.position - owner.centerPoint.position).Flatten(); if (directionToTarget.sqrMagnitude < 0.001f) return; diff --git a/Assets/Scripts/MainGame/Characters/Player/Items/Base/ItemBase.cs b/Assets/Scripts/MainGame/Characters/Player/Items/Base/ItemBase.cs index 313c0c754..2210f00f5 100644 --- a/Assets/Scripts/MainGame/Characters/Player/Items/Base/ItemBase.cs +++ b/Assets/Scripts/MainGame/Characters/Player/Items/Base/ItemBase.cs @@ -157,8 +157,8 @@ namespace Cielonos.MainGame.Characters.Inventory { if (autoRotate) { - float angleLimit = player.viewSc.lockTargetModule.isLocking ? 240 : 150; - player.landMovementSc.SmartTurnToTarget(target, angleLimit); + //float angleLimit = player.viewSc.lockTargetModule.isLocking ? 240 : 150; + player.landMovementSc.SmartTurnToTarget(target); } if (keepAdsorption) diff --git a/Assets/Scripts/MainGame/Characters/Player/Items/MainWeapons/Polychrome.cs b/Assets/Scripts/MainGame/Characters/Player/Items/MainWeapons/Polychrome.cs index bbea4b726..185621c5b 100644 --- a/Assets/Scripts/MainGame/Characters/Player/Items/MainWeapons/Polychrome.cs +++ b/Assets/Scripts/MainGame/Characters/Player/Items/MainWeapons/Polychrome.cs @@ -309,7 +309,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections .SetAttackSubmodule(attackUnit) .SetTimeSubmodule(1f, 0.02f) .SetHitSubmodule() - .SetForceSubmodule(1.5f, true); + .SetForceSubmodule(2f, true); slash.attackSm.breakthroughAction = (enemy, hitPosition) => { @@ -355,7 +355,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections .SetAttackSubmodule(attackUnit) .SetTimeSubmodule(1f, 0.04f) .SetHitSubmodule() - .SetForceSubmodule(3f, true); + .SetForceSubmodule(4f, true); slash.attackSm.breakthroughAction = (enemy, hitPosition) => { @@ -386,7 +386,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections .SetAttackSubmodule(attackUnit) .SetTimeSubmodule(1f, 0.04f) .SetHitSubmodule() - .SetForceSubmodule(3f, true); + .SetForceSubmodule(4f, true); slash.attackSm.breakthroughAction = (enemy, hitPosition) => { @@ -414,7 +414,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections .SetAttackSubmodule(attackUnit) .SetTimeSubmodule(1f, 0.04f) .SetHitSubmodule() - .SetForceSubmodule(10f, true); + .SetForceSubmodule(8f, true); slash.attackSm.breakthroughAction = (enemy, hitPosition) => { diff --git a/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Base/CurveChannel.cs b/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Base/CurveChannel.cs index cd8f8ce66..f0fcc6752 100644 --- a/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Base/CurveChannel.cs +++ b/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Base/CurveChannel.cs @@ -36,6 +36,14 @@ namespace Cielonos.MainGame.Effects.Feedback [Tooltip("开启时,结果叠加在初始值上;关闭时,结果为绝对值")] public bool relativeToInitial; + public FloatCurveChannel(AnimationCurve curve, float remapMin, float remapMax, bool relativeToInitial) + { + this.curve = curve; + this.remapMin = remapMin; + this.remapMax = remapMax; + this.relativeToInitial = relativeToInitial; + } + /// /// 创建默认的曲线通道。 /// diff --git a/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/RGBSplitGlitchAction.cs b/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/RGBSplitGlitchAction.cs index 837fdd4a2..0c56e0da5 100644 --- a/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/RGBSplitGlitchAction.cs +++ b/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/RGBSplitGlitchAction.cs @@ -27,17 +27,13 @@ namespace Cielonos.MainGame.Effects.Feedback [HideIf("modifySpeed")] [LabelText("速度")] [Range(0f, 100f)] - public float speed = 30f; + public float speed = 10f; protected override void TriggerEvent(FeedbackContext context) { - FloatCurveChannel finalSpeedCurve = modifySpeed - ? speedCurve - : new FloatCurveChannel - { - curve = AnimationCurve.Constant(0f, 1f, speed), - relativeToInitial = false - }; + FloatCurveChannel finalSpeedCurve = modifySpeed + ? speedCurve + : new FloatCurveChannel(AnimationCurve.Constant(0, 1, 1), 0, speed, false); RGBSplitGlitchShakeEvent.Trigger( context, diff --git a/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/StrobeFlashAction.cs b/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/StrobeFlashAction.cs index 36f5e19d7..3e60fc64d 100644 --- a/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/StrobeFlashAction.cs +++ b/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Postprocessing/StrobeFlashAction.cs @@ -14,40 +14,86 @@ namespace Cielonos.MainGame.Effects.Feedback { public override string DisplayName => "Strobe Flash"; - /// - /// 是否修改频率和颜色参数。 - /// - [TitleGroup("闪烁设置")] - [LabelText("修改额外参数")] - public bool modifyExtra; + // ─── Frequency ─── - [ShowIf("modifyExtra")] + [TitleGroup("频率设置")] + [LabelText("频率模式")] + public StrobeFrequencyMode frequencyMode = StrobeFrequencyMode.Constant; + + [TitleGroup("频率设置")] + [ShowIf("@frequencyMode == StrobeFrequencyMode.Constant")] + [LabelText("固定频率")] + [Range(0f, 100f)] + public float constantFrequency = 15f; + + [TitleGroup("频率设置")] + [ShowIf("@frequencyMode == StrobeFrequencyMode.Curve")] [LabelText("频率曲线")] - public FloatCurveChannel frequencyCurve = FloatCurveChannel.CreateDefault(remapMax: 15f); + public FloatCurveChannel frequencyCurve = FloatCurveChannel.CreateDefault(remapMax: 30f); - [ShowIf("modifyExtra")] + [TitleGroup("频率设置")] + [ShowIf("@frequencyMode == StrobeFrequencyMode.Manual")] + [LabelText("手动曲线(Y >= 1 时翻转)")] + public AnimationCurve manualCurve = AnimationCurve.Constant(0f, 1f, 0f); + + // ─── Color High ─── + + [TitleGroup("颜色设置")] + [LabelText("修改高颜色")] + public bool modifyColorHigh; + + [TitleGroup("颜色设置")] + [ShowIf("modifyColorHigh")] + [LabelText("使用渐变色")] + public bool useColorHighGradient; + + [TitleGroup("颜色设置")] + [ShowIf("@modifyColorHigh && !useColorHighGradient")] [LabelText("高颜色")] - public ColorCurveChannel colorHigh = ColorCurveChannel.CreateDefault(); + public Color colorHighConstant = Color.white; - [ShowIf("modifyExtra")] + [TitleGroup("颜色设置")] + [ShowIf("@modifyColorHigh && useColorHighGradient")] + [LabelText("高颜色渐变")] + public ColorCurveChannel colorHighCurve = ColorCurveChannel.CreateDefault(); + + // ─── Color Low ─── + + [TitleGroup("颜色设置")] + [LabelText("修改低颜色")] + public bool modifyColorLow; + + [TitleGroup("颜色设置")] + [ShowIf("modifyColorLow")] + [LabelText("使用渐变色")] + public bool useColorLowGradient; + + [TitleGroup("颜色设置")] + [ShowIf("@modifyColorLow && !useColorLowGradient")] [LabelText("低颜色")] - public ColorCurveChannel colorLow = ColorCurveChannel.CreateDefault(); - + public Color colorLowConstant = Color.black; + + [TitleGroup("颜色设置")] + [ShowIf("@modifyColorLow && useColorLowGradient")] + [LabelText("低颜色渐变")] + public ColorCurveChannel colorLowCurve = ColorCurveChannel.CreateDefault(); + protected override void TriggerEvent(FeedbackContext context) { StrobeFlashShakeEvent.Trigger( context, - context.duration, - modifyExtra, + frequencyMode, + constantFrequency, frequencyCurve, - colorHigh, - colorLow + manualCurve, + modifyColorHigh, useColorHighGradient, colorHighConstant, colorHighCurve, + modifyColorLow, useColorLowGradient, colorLowConstant, colorLowCurve ); } protected override void StopEvent(FeedbackContext context) { - StrobeFlashShakeEvent.Trigger(context, 0f, stop: true); + StrobeFlashShakeEvent.Trigger(context, stop: true); } public override bool Validate(out string error) diff --git a/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/RGBSplitGlitchShaker.cs b/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/RGBSplitGlitchShaker.cs index 5514dec8c..49964ac54 100644 --- a/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/RGBSplitGlitchShaker.cs +++ b/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/RGBSplitGlitchShaker.cs @@ -89,8 +89,10 @@ namespace Cielonos.MainGame.Effects.Feedback float additiveIntensity = 0f; float absoluteIntensity = 0f; - bool hasAbsolute = false; + bool hasAbsoluteIntensity = false; float additiveSpeed = 0f; + float absoluteSpeed = 0f; + bool hasAbsoluteSpeed = false; for (int i = _activeShakes.Count - 1; i >= 0; i--) { @@ -107,10 +109,19 @@ namespace Cielonos.MainGame.Effects.Feedback else { absoluteIntensity = intensityValue; - hasAbsolute = true; + hasAbsoluteIntensity = true; } - additiveSpeed += shake.speedCurve.Evaluate(normalizedTime); + float speedValue = shake.speedCurve.Evaluate(normalizedTime); + if (shake.speedCurve.relativeToInitial) + { + additiveSpeed += speedValue; + } + else + { + absoluteSpeed = speedValue; + hasAbsoluteSpeed = true; + } if (shake.IsFinished) { @@ -118,9 +129,10 @@ namespace Cielonos.MainGame.Effects.Feedback } } - float finalIntensity = hasAbsolute ? absoluteIntensity : _initialIntensity + additiveIntensity; + float finalIntensity = hasAbsoluteIntensity ? absoluteIntensity : _initialIntensity + additiveIntensity; + float finalSpeed = hasAbsoluteSpeed ? absoluteSpeed : _initialSpeed + additiveSpeed; _component.intensity.value = finalIntensity; - _component.speed.value = _initialSpeed + additiveSpeed; + _component.speed.value = finalSpeed; if (_activeShakes.Count == 0) { diff --git a/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/StrobeFlashShaker.cs b/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/StrobeFlashShaker.cs index 45f02f49b..fbb3ad612 100644 --- a/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/StrobeFlashShaker.cs +++ b/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/StrobeFlashShaker.cs @@ -5,6 +5,19 @@ using UnityEngine; namespace Cielonos.MainGame.Effects.Feedback { + /// + /// 频率控制模式。 + /// + public enum StrobeFrequencyMode + { + /// 使用固定频率数值。 + Constant, + /// 使用 FloatCurveChannel 以动画曲线控制频率。 + Curve, + /// 使用 AnimationCurve 手动控制 ManualInvert(Y >= 1 时翻转)。 + Manual + } + /// /// 黑白闪震动事件。 /// @@ -17,11 +30,18 @@ namespace Cielonos.MainGame.Effects.Feedback public delegate void ShakeDelegate( FeedbackContext feedbackContext, - float duration, - bool modifyExtra, + StrobeFrequencyMode frequencyMode, + float constantFrequency, FloatCurveChannel frequencyCurve, - ColorCurveChannel colorHigh, - ColorCurveChannel colorLow, + AnimationCurve manualCurve, + bool modifyColorHigh, + bool useColorHighGradient, + Color colorHighConstant, + ColorCurveChannel colorHighCurve, + bool modifyColorLow, + bool useColorLowGradient, + Color colorLowConstant, + ColorCurveChannel colorLowCurve, bool stop ); @@ -30,14 +50,25 @@ namespace Cielonos.MainGame.Effects.Feedback public static void Trigger( FeedbackContext feedbackContext, - float duration, - bool modifyExtra = false, + StrobeFrequencyMode frequencyMode = StrobeFrequencyMode.Constant, + float constantFrequency = 15f, FloatCurveChannel frequencyCurve = default, - ColorCurveChannel colorHigh = default, - ColorCurveChannel colorLow = default, + AnimationCurve manualCurve = null, + bool modifyColorHigh = false, + bool useColorHighGradient = false, + Color colorHighConstant = default, + ColorCurveChannel colorHighCurve = default, + bool modifyColorLow = false, + bool useColorLowGradient = false, + Color colorLowConstant = default, + ColorCurveChannel colorLowCurve = default, bool stop = false) { - OnEvent?.Invoke(feedbackContext, duration, modifyExtra, frequencyCurve, colorHigh, colorLow, stop); + OnEvent?.Invoke(feedbackContext, + frequencyMode, constantFrequency, frequencyCurve, manualCurve, + modifyColorHigh, useColorHighGradient, colorHighConstant, colorHighCurve, + modifyColorLow, useColorLowGradient, colorLowConstant, colorLowCurve, + stop); } } @@ -46,28 +77,52 @@ namespace Cielonos.MainGame.Effects.Feedback /// public class StrobeFlashShakeInstance : ShakeInstanceBase { - public readonly bool modifyExtra; + public readonly StrobeFrequencyMode frequencyMode; + public readonly float constantFrequency; public readonly FloatCurveChannel frequencyCurve; - public readonly ColorCurveChannel colorHigh; - public readonly ColorCurveChannel colorLow; + public readonly AnimationCurve manualCurve; + public readonly bool modifyColorHigh; + public readonly bool useColorHighGradient; + public readonly Color colorHighConstant; + public readonly ColorCurveChannel colorHighCurve; + public readonly bool modifyColorLow; + public readonly bool useColorLowGradient; + public readonly Color colorLowConstant; + public readonly ColorCurveChannel colorLowCurve; public StrobeFlashShakeInstance( FeedbackContext feedbackContext, - bool modifyExtra, + StrobeFrequencyMode frequencyMode, + float constantFrequency, FloatCurveChannel frequencyCurve, - ColorCurveChannel colorHigh, - ColorCurveChannel colorLow) + AnimationCurve manualCurve, + bool modifyColorHigh, + bool useColorHighGradient, + Color colorHighConstant, + ColorCurveChannel colorHighCurve, + bool modifyColorLow, + bool useColorLowGradient, + Color colorLowConstant, + ColorCurveChannel colorLowCurve) : base(feedbackContext.timeSettings, feedbackContext.player.TimeProvider, feedbackContext.duration) { - this.modifyExtra = modifyExtra; + this.frequencyMode = frequencyMode; + this.constantFrequency = constantFrequency; this.frequencyCurve = frequencyCurve; - this.colorHigh = colorHigh; - this.colorLow = colorLow; + this.manualCurve = manualCurve; + this.modifyColorHigh = modifyColorHigh; + this.useColorHighGradient = useColorHighGradient; + this.colorHighConstant = colorHighConstant; + this.colorHighCurve = colorHighCurve; + this.modifyColorLow = modifyColorLow; + this.useColorLowGradient = useColorLowGradient; + this.colorLowConstant = colorLowConstant; + this.colorLowCurve = colorLowCurve; } } /// - /// StrobeFlash 的震动聚合器。 + /// StrobeFlash 的震动聚合器。最新添加的 Shake 具有最高优先级。 /// [AddComponentMenu("SLS Utilities/Feedback Shakers/Strobe Flash Shaker")] public class StrobeFlashShaker : MonoBehaviour @@ -100,55 +155,72 @@ namespace Cielonos.MainGame.Effects.Feedback { if (!_resolved || _activeShakes.Count == 0) return; - float latestFrequency = _initialFrequency; - Color latestColorHigh = _initialColorHigh; - Color latestColorLow = _initialColorLow; - bool hasExtra = false; - for (int i = _activeShakes.Count - 1; i >= 0; i--) { - StrobeFlashShakeInstance shake = _activeShakes[i]; - shake.timer += shake.timeProvider.GetDeltaTime(shake.timeSettings); - - float normalizedTime = shake.timer / shake.duration; - - if (shake.modifyExtra && !shake.IsFinished) - { - latestFrequency = shake.frequencyCurve.Evaluate(normalizedTime); - latestColorHigh = shake.colorHigh.Evaluate(normalizedTime); - latestColorLow = shake.colorLow.Evaluate(normalizedTime); - hasExtra = true; - } - - if (shake.IsFinished) - { + _activeShakes[i].timer += _activeShakes[i].timeProvider.GetDeltaTime(_activeShakes[i].timeSettings); + if (_activeShakes[i].IsFinished) _activeShakes.RemoveAt(i); - } - } - - _component.enableEffect.value = true; - _component.autoFlash.value = true; - - if (hasExtra) - { - _component.frequency.value = latestFrequency; - _component.colorHigh.value = latestColorHigh; - _component.colorLow.value = latestColorLow; } if (_activeShakes.Count == 0) { Restore(); + return; + } + + // 最新添加(最高索引)的 Shake 具有最高优先级。 + StrobeFlashShakeInstance dominant = _activeShakes[_activeShakes.Count - 1]; + float normalizedTime = dominant.timer / dominant.duration; + + _component.enableEffect.value = true; + + switch (dominant.frequencyMode) + { + case StrobeFrequencyMode.Constant: + _component.autoFlash.value = true; + _component.manualInvert.value = false; + _component.frequency.value = dominant.constantFrequency; + break; + case StrobeFrequencyMode.Curve: + _component.autoFlash.value = true; + _component.manualInvert.value = false; + _component.frequency.value = dominant.frequencyCurve.Evaluate(normalizedTime); + break; + case StrobeFrequencyMode.Manual: + _component.autoFlash.value = false; + _component.manualInvert.value = dominant.manualCurve.Evaluate(normalizedTime) >= 1f; + break; + } + + if (dominant.modifyColorHigh) + { + _component.colorHigh.value = dominant.useColorHighGradient + ? dominant.colorHighCurve.Evaluate(normalizedTime) + : dominant.colorHighConstant; + } + + if (dominant.modifyColorLow) + { + _component.colorLow.value = dominant.useColorLowGradient + ? dominant.colorLowCurve.Evaluate(normalizedTime) + : dominant.colorLowConstant; } } private void OnShakeEvent( FeedbackContext feedbackContext, - float duration, - bool modifyExtra, + StrobeFrequencyMode frequencyMode, + float constantFrequency, FloatCurveChannel frequencyCurve, - ColorCurveChannel colorHigh, - ColorCurveChannel colorLow, + AnimationCurve manualCurve, + bool modifyColorHigh, + bool useColorHighGradient, + Color colorHighConstant, + ColorCurveChannel colorHighCurve, + bool modifyColorLow, + bool useColorLowGradient, + Color colorLowConstant, + ColorCurveChannel colorLowCurve, bool stop) { if (stop) { StopAll(); return; } @@ -156,7 +228,10 @@ namespace Cielonos.MainGame.Effects.Feedback if (!_resolved) return; var instance = new StrobeFlashShakeInstance( - feedbackContext, modifyExtra, frequencyCurve, colorHigh, colorLow + feedbackContext, + frequencyMode, constantFrequency, frequencyCurve, manualCurve, + modifyColorHigh, useColorHighGradient, colorHighConstant, colorHighCurve, + modifyColorLow, useColorLowGradient, colorLowConstant, colorLowCurve ); _activeShakes.Add(instance); } @@ -176,6 +251,9 @@ namespace Cielonos.MainGame.Effects.Feedback private void Restore() { if (!_resolved) return; + _component.enableEffect.value = false; + _component.autoFlash.value = false; + _component.manualInvert.value = false; _component.frequency.value = _initialFrequency; _component.colorHigh.value = _initialColorHigh; _component.colorLow.value = _initialColorLow; diff --git a/Assets/Prefabs/MainGame/Characters/Automata/HumanoidAndroid/Animations/H2H_StaggerSmall01.anim.meta b/Assets/Scripts/MainGame/GameRun.meta similarity index 52% rename from Assets/Prefabs/MainGame/Characters/Automata/HumanoidAndroid/Animations/H2H_StaggerSmall01.anim.meta rename to Assets/Scripts/MainGame/GameRun.meta index c9ddf0caf..b37ea4079 100644 --- a/Assets/Prefabs/MainGame/Characters/Automata/HumanoidAndroid/Animations/H2H_StaggerSmall01.anim.meta +++ b/Assets/Scripts/MainGame/GameRun.meta @@ -1,8 +1,8 @@ fileFormatVersion: 2 -guid: 18cfbdc87454ce345a403f5701b05a87 -NativeFormatImporter: +guid: fa86055ddf16697439a17745c83a4456 +folderAsset: yes +DefaultImporter: externalObjects: {} - mainObjectFileID: 7400000 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/Scripts/MainGame/Map.meta b/Assets/Scripts/MainGame/GameRun/Map.meta similarity index 100% rename from Assets/Scripts/MainGame/Map.meta rename to Assets/Scripts/MainGame/GameRun/Map.meta diff --git a/Assets/Scripts/MainGame/Map/MapBaseCollection.cs b/Assets/Scripts/MainGame/GameRun/Map/MapBaseCollection.cs similarity index 100% rename from Assets/Scripts/MainGame/Map/MapBaseCollection.cs rename to Assets/Scripts/MainGame/GameRun/Map/MapBaseCollection.cs diff --git a/Assets/Scripts/MainGame/Map/MapBaseCollection.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/MapBaseCollection.cs.meta similarity index 100% rename from Assets/Scripts/MainGame/Map/MapBaseCollection.cs.meta rename to Assets/Scripts/MainGame/GameRun/Map/MapBaseCollection.cs.meta diff --git a/Assets/Scripts/MainGame/GameRun/Map/MapGenerationConfig.cs b/Assets/Scripts/MainGame/GameRun/Map/MapGenerationConfig.cs new file mode 100644 index 000000000..939063a2b --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/Map/MapGenerationConfig.cs @@ -0,0 +1,72 @@ +using System.Collections.Generic; +using Sirenix.OdinInspector; +using UnityEngine; + +namespace Cielonos.MainGame.Map +{ + [CreateAssetMenu(fileName = "MapGenerationConfig", menuName = "Cielonos/Map/MapGenerationConfig")] + public class MapGenerationConfig : SerializedScriptableObject + { + // ---------------------------------------------------------------- + // 地图结构 + // ---------------------------------------------------------------- + + [Title("地图结构")] + [Tooltip("网格的半径大小(实际网格为 (2*gridRadius+1) x (2*gridRadius+1))")] + [MinValue(3), MaxValue(10)] + public int gridRadius = 5; + + [Tooltip("期望生成的房间总数(不含起点和 Boss)")] + [MinValue(8), MaxValue(80)] + public int targetRoomCount = 20; + + [Tooltip("Boss 节点与起点之间的最小距离(曼哈顿距离)")] + [MinValue(3)] + public int minBossDistance = 5; + + // ---------------------------------------------------------------- + // 特殊节点数量配额 + // ---------------------------------------------------------------- + + [Title("特殊节点配额")] + [Tooltip("每种特殊节点类型在整张地图中的数量上限")] + [DictionaryDrawerSettings(KeyLabel = "节点类型", ValueLabel = "数量")] + public Dictionary specialNodeCounts = new Dictionary + { + { MapNodeType.EliteCombat, 3 }, + { MapNodeType.MechanicalTable, 2 }, + { MapNodeType.LogisticsCenter, 2 }, + { MapNodeType.MedicalStation, 2 }, + }; + + [Tooltip("特殊节点与起点之间的最小距离(BFS 步数),避免起点附近出现商店等")] + [MinValue(1)] + public int specialNodeMinDistanceFromStart = 2; + + [Tooltip("同类特殊节点之间的最小距离(BFS 步数),防止同类型节点扎堆")] + [MinValue(1)] + public int specialNodeMinSameTypeDistance = 1; + + // ---------------------------------------------------------------- + // ZoneData 资产名配置 + // ---------------------------------------------------------------- + + [Title("ZoneData 资产名配置")] + [Tooltip("可用的普通战斗 ZoneData 资产名列表(随机抽取分配给 NormalCombat 节点)")] + public List normalCombatZoneDataNames = new List(); + + [Tooltip("可用的精英战斗 ZoneData 资产名列表(随机抽取分配给 EliteCombat 节点)")] + public List eliteCombatZoneDataNames = new List(); + + [Tooltip("Boss 战斗 ZoneData 资产名(固定分配给 Boss 节点)")] + public string bossCombatZoneDataName; + + // ---------------------------------------------------------------- + // UI 布局参数 + // ---------------------------------------------------------------- + + [Title("UI 布局参数")] + [Tooltip("节点之间的间距(用于 UI 坐标计算)")] + public float nodeSpacing = 120f; + } +} diff --git a/Assets/Scripts/MainGame/GameRun/Map/MapGenerationConfig.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/MapGenerationConfig.cs.meta new file mode 100644 index 000000000..08008fc9c --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/Map/MapGenerationConfig.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3fc5f071bddbe134ab39c8fdf1f21bc3 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/GameRun/Map/MapGenerator.cs b/Assets/Scripts/MainGame/GameRun/Map/MapGenerator.cs new file mode 100644 index 000000000..af13d3ffe --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/Map/MapGenerator.cs @@ -0,0 +1,465 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace Cielonos.MainGame.Map +{ + /// + /// 全联通地图生成器,生成类似"以撒的结合"/"挺进地牢"的 2D 网格地图。 + /// 所有节点双向互通,玩家可以自由走遍地图中的每一个房间。 + /// + public static class MapGenerator + { + /// 网格四方向偏移。 + private static readonly Vector2Int[] Directions = + { + Vector2Int.up, + Vector2Int.down, + Vector2Int.left, + Vector2Int.right + }; + + /// 生成失败时允许的最大重试次数。 + private const int MAX_GENERATION_RETRIES = 10; + + /// + /// 根据配置生成一份完整的全联通 RunMapData。 + /// 若特殊节点配额无法满足,则重新生成,最多重试 次。 + /// 所有重试均失败时返回 null 并输出警告。 + /// + public static RunMapData Generate(MapGenerationConfig config) + { + for (int attempt = 1; attempt <= MAX_GENERATION_RETRIES; attempt++) + { + RunMapData result = TryGenerate(config); + if (result != null) + return result; + + Debug.Log( + $"[MapGenerator] 第 {attempt} 次生成失败(特殊节点配额未满足),正在重新生成..."); + } + + Debug.LogWarning( + $"[MapGenerator] 连续 {MAX_GENERATION_RETRIES} 次生成均失败,终止地图生成。" + + $"请检查 specialNodeCounts / specialNodeMinSameTypeDistance / targetRoomCount 是否过于严格。"); + return null; + } + + /// + /// 执行单次地图生成。若特殊节点配额无法完全满足则返回 null。 + /// + private static RunMapData TryGenerate(MapGenerationConfig config) + { + RunMapData mapData = new RunMapData + { + nodes = new Dictionary() + }; + + // --- 1. 起点 --- + Vector2Int startPos = Vector2Int.zero; + mapData.startPosition = startPos; + PlaceNode(mapData, startPos, MapNodeType.Start); + + // --- 2. 扩展房间 --- + ExpandRooms(mapData, config); + + // --- 3. 建立所有相邻节点之间的双向连接 --- + ConnectAllAdjacentNodes(mapData); + + // --- 4. 放置 Boss 节点(最远的死胡同) --- + PlaceBossNode(mapData, config); + + // --- 5. 分配特殊节点类型(配额未满足则本次生成失败)--- + if (!AssignSpecialNodes(mapData, config)) + return null; + + // --- 6. 为剩余节点分配 ZoneData --- + AssignZoneData(mapData, config); + + // --- 7. 计算 UI 坐标 --- + AssignUIPositions(mapData, config); + + mapData.totalNodes = mapData.nodes.Count; + return mapData; + } + + // ================================================================ + // 房间扩展(类以撒算法) + // ================================================================ + + /// + /// 从起点开始,使用队列式随机扩展在网格上铺开房间。 + /// 每次从已有房间中随机选一个,向随机方向尝试扩展。 + /// + private static void ExpandRooms(RunMapData mapData, MapGenerationConfig config) + { + int targetCount = config.targetRoomCount + 1; // +1 包含起点 + List existingPositions = new List(mapData.nodes.Keys); + + int maxAttempts = targetCount * 20; + int attempts = 0; + + while (mapData.nodes.Count < targetCount && attempts < maxAttempts) + { + attempts++; + + // 从已有节点中随机选一个作为扩展源 + Vector2Int source = existingPositions[Random.Range(0, existingPositions.Count)]; + + // 随机选择一个方向 + Vector2Int dir = Directions[Random.Range(0, Directions.Length)]; + Vector2Int candidate = source + dir; + + // 检查是否已存在、是否在网格范围内 + if (mapData.nodes.ContainsKey(candidate)) continue; + if (!IsWithinGrid(candidate, config.gridRadius)) continue; + + // 限制邻居数量,避免地图过于密集(最多 3 个已有邻居) + int adjacentCount = CountAdjacentNodes(mapData, candidate); + if (adjacentCount > MAX_ADJACENT_FOR_EXPANSION) continue; + + PlaceNode(mapData, candidate, MapNodeType.NormalCombat); + existingPositions.Add(candidate); + } + + if (mapData.nodes.Count < targetCount) + { + Debug.LogWarning( + $"[MapGenerator] 仅生成 {mapData.nodes.Count}/{targetCount} 个房间" + + $"(网格半径 {config.gridRadius} 可能过小)。"); + } + } + + /// 扩展时允许的最大已有邻居数,避免生成过于密集的块状区域。 + private const int MAX_ADJACENT_FOR_EXPANSION = 2; + + // ================================================================ + // 连接建立 + // ================================================================ + + /// + /// 遍历所有节点,为每对相邻节点建立双向连接。 + /// + private static void ConnectAllAdjacentNodes(RunMapData mapData) + { + foreach (KeyValuePair kvp in mapData.nodes) + { + Vector2Int pos = kvp.Key; + RunMapNode node = kvp.Value; + + foreach (Vector2Int dir in Directions) + { + Vector2Int neighborPos = pos + dir; + if (mapData.nodes.ContainsKey(neighborPos) && + !node.connectedPositions.Contains(neighborPos)) + { + node.connectedPositions.Add(neighborPos); + } + } + } + } + + // ================================================================ + // Boss 放置 + // ================================================================ + + /// + /// 将距离起点最远的死胡同节点设为 Boss 节点。 + /// 若没有足够远的死胡同,则选距离最远的任意节点。 + /// + private static void PlaceBossNode(RunMapData mapData, MapGenerationConfig config) + { + Dictionary distances = ComputeBfsDistances(mapData, mapData.startPosition); + + // 优先选择满足最小距离的死胡同(度数 == 1) + Vector2Int bestPos = mapData.startPosition; + int bestDist = -1; + + foreach (KeyValuePair kvp in distances) + { + if (kvp.Key == mapData.startPosition) continue; + + RunMapNode node = mapData.nodes[kvp.Key]; + bool isDeadEnd = node.Degree == 1; + bool meetsMinDist = kvp.Value >= config.minBossDistance; + + if (meetsMinDist && isDeadEnd && kvp.Value > bestDist) + { + bestDist = kvp.Value; + bestPos = kvp.Key; + } + } + + // 若没找到满足条件的死胡同,退而求其次选最远节点 + if (bestDist < 0) + { + foreach (KeyValuePair kvp in distances) + { + if (kvp.Key == mapData.startPosition) continue; + if (kvp.Value > bestDist) + { + bestDist = kvp.Value; + bestPos = kvp.Key; + } + } + } + + mapData.nodes[bestPos].nodeType = MapNodeType.BossCombat; + mapData.bossPosition = bestPos; + } + + // ================================================================ + // 特殊节点分配 + // ================================================================ + + /// + /// 按配额分配特殊节点。优先放在死胡同,其次放在低度数节点。 + /// 所有特殊节点需满足:与起点的最小距离约束、同类节点间的最小距离约束。 + /// + /// 所有类型的配额均完全满足时返回 true;任意类型放置数量不足时返回 false。 + private static bool AssignSpecialNodes(RunMapData mapData, MapGenerationConfig config) + { + Dictionary distancesFromStart = + ComputeBfsDistances(mapData, mapData.startPosition); + + // 收集可用候选节点(排除起点和 Boss) + List candidates = mapData.nodes.Keys + .Where(pos => + pos != mapData.startPosition && + pos != mapData.bossPosition && + distancesFromStart.TryGetValue(pos, out int dist) && + dist >= config.specialNodeMinDistanceFromStart) + .OrderBy(pos => mapData.nodes[pos].Degree) // 死胡同优先 + .ThenByDescending(pos => distancesFromStart[pos]) // 距离远的优先 + .ToList(); + + // 记录每种类型已放置的节点坐标,用于同类距离检查 + Dictionary> placedByType = + new Dictionary>(); + + foreach (KeyValuePair quota in config.specialNodeCounts) + { + MapNodeType nodeType = quota.Key; + int targetCount = quota.Value; + + if (!placedByType.ContainsKey(nodeType)) + placedByType[nodeType] = new List(); + + int placed = 0; + List toRemove = new List(); + + foreach (Vector2Int pos in candidates) + { + if (placed >= targetCount) break; + + // 同类距离约束检查 + if (!SatisfiesSameTypeDistance(mapData, pos, placedByType[nodeType], + config.specialNodeMinSameTypeDistance)) + { + continue; + } + + mapData.nodes[pos].nodeType = nodeType; + placedByType[nodeType].Add(pos); + placed++; + toRemove.Add(pos); + } + + // 从候选池移除已分配的节点 + foreach (Vector2Int pos in toRemove) + candidates.Remove(pos); + + // 配额未满足,本次生成失败 + if (placed < targetCount) + return false; + } + + return true; + } + + /// + /// 检查候选位置与所有已放置的同类节点之间的 BFS 距离是否满足最小距离约束。 + /// + private static bool SatisfiesSameTypeDistance( + RunMapData mapData, + Vector2Int candidate, + List placedSameType, + int minDistance) + { + if (placedSameType.Count == 0 || minDistance <= 1) return true; + + // 从候选位置出发做一次 BFS,只需要探索到 minDistance 深度即可 + Dictionary distances = ComputeBfsDistancesWithLimit( + mapData, candidate, minDistance); + + foreach (Vector2Int placedPos in placedSameType) + { + if (distances.TryGetValue(placedPos, out int dist) && dist < minDistance) + { + return false; + } + } + + return true; + } + + /// + /// 限深度 BFS,仅探索到 maxDepth 步即停止,用于距离约束检查以减少不必要的遍历。 + /// + private static Dictionary ComputeBfsDistancesWithLimit( + RunMapData mapData, Vector2Int start, int maxDepth) + { + Dictionary distances = new Dictionary(); + Queue queue = new Queue(); + + distances[start] = 0; + queue.Enqueue(start); + + while (queue.Count > 0) + { + Vector2Int current = queue.Dequeue(); + int currentDist = distances[current]; + + if (currentDist >= maxDepth) continue; + + RunMapNode node = mapData.nodes[current]; + foreach (Vector2Int neighbor in node.connectedPositions) + { + if (!distances.ContainsKey(neighbor)) + { + distances[neighbor] = currentDist + 1; + queue.Enqueue(neighbor); + } + } + } + + return distances; + } + + // ================================================================ + // ZoneData 分配 + // ================================================================ + + /// + /// 为所有战斗类型节点分配 ZoneData 资产名。 + /// + private static void AssignZoneData(RunMapData mapData, MapGenerationConfig config) + { + foreach (RunMapNode node in mapData.nodes.Values) + { + node.zoneDataAssetName = ResolveZoneDataName(node.nodeType, config); + } + } + + /// + /// 根据节点类型从配置中随机抽取对应的 ZoneData 资产名。 + /// 非战斗类型节点返回空字符串。 + /// + private static string ResolveZoneDataName(MapNodeType nodeType, MapGenerationConfig config) + { + switch (nodeType) + { + case MapNodeType.NormalCombat: + return PickRandom(config.normalCombatZoneDataNames); + case MapNodeType.EliteCombat: + return PickRandom(config.eliteCombatZoneDataNames); + case MapNodeType.BossCombat: + return config.bossCombatZoneDataName ?? string.Empty; + default: + return string.Empty; + } + } + + // ================================================================ + // UI 坐标 + // ================================================================ + + /// + /// 根据网格坐标计算每个节点的 UI 位置。 + /// + private static void AssignUIPositions(RunMapData mapData, MapGenerationConfig config) + { + foreach (KeyValuePair kvp in mapData.nodes) + { + kvp.Value.position = new Vector2( + kvp.Key.x * config.nodeSpacing, + kvp.Key.y * config.nodeSpacing + ); + } + } + + // ================================================================ + // 工具方法 + // ================================================================ + + /// 在指定位置创建并放置一个节点。 + private static void PlaceNode(RunMapData mapData, Vector2Int pos, MapNodeType nodeType) + { + RunMapNode node = new RunMapNode + { + gridPosition = pos, + nodeType = nodeType, + position = Vector2.zero, + sceneName = string.Empty, + zoneDataAssetName = string.Empty, + connectedPositions = new List() + }; + mapData.nodes[pos] = node; + } + + /// 检查坐标是否在网格范围内。 + private static bool IsWithinGrid(Vector2Int pos, int gridRadius) + { + return Mathf.Abs(pos.x) <= gridRadius && Mathf.Abs(pos.y) <= gridRadius; + } + + /// 计算候选位置周围已有节点的数量。 + private static int CountAdjacentNodes(RunMapData mapData, Vector2Int pos) + { + int count = 0; + foreach (Vector2Int dir in Directions) + { + if (mapData.nodes.ContainsKey(pos + dir)) count++; + } + return count; + } + + /// + /// BFS 计算从起点到所有节点的最短步数距离。 + /// + private static Dictionary ComputeBfsDistances( + RunMapData mapData, Vector2Int start) + { + Dictionary distances = new Dictionary(); + Queue queue = new Queue(); + + distances[start] = 0; + queue.Enqueue(start); + + while (queue.Count > 0) + { + Vector2Int current = queue.Dequeue(); + int currentDist = distances[current]; + + RunMapNode node = mapData.nodes[current]; + foreach (Vector2Int neighbor in node.connectedPositions) + { + if (!distances.ContainsKey(neighbor)) + { + distances[neighbor] = currentDist + 1; + queue.Enqueue(neighbor); + } + } + } + + return distances; + } + + /// 从列表中随机取一个元素,列表为空时返回空字符串。 + private static string PickRandom(List list) + { + if (list == null || list.Count == 0) return string.Empty; + return list[Random.Range(0, list.Count)]; + } + } +} diff --git a/Assets/Scripts/MainGame/GameRun/Map/MapGenerator.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/MapGenerator.cs.meta new file mode 100644 index 000000000..62b8eaba0 --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/Map/MapGenerator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 07f5101bb66f25042a8cec2b0b5e7c86 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Map/MapManager.cs b/Assets/Scripts/MainGame/GameRun/Map/MapManager.cs similarity index 100% rename from Assets/Scripts/MainGame/Map/MapManager.cs rename to Assets/Scripts/MainGame/GameRun/Map/MapManager.cs diff --git a/Assets/Scripts/MainGame/Map/MapManager.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/MapManager.cs.meta similarity index 100% rename from Assets/Scripts/MainGame/Map/MapManager.cs.meta rename to Assets/Scripts/MainGame/GameRun/Map/MapManager.cs.meta diff --git a/Assets/Scripts/MainGame/GameRun/Map/MapPreviewer.cs b/Assets/Scripts/MainGame/GameRun/Map/MapPreviewer.cs new file mode 100644 index 000000000..7dd3573ac --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/Map/MapPreviewer.cs @@ -0,0 +1,396 @@ +using System.Collections.Generic; +using System.Linq; +using Cielonos.MainGame.Map; +using Sirenix.OdinInspector; +using UnityEngine; + +#if UNITY_EDITOR +using Sirenix.Utilities.Editor; +using UnityEditor; +#endif + +namespace Cielonos.MainGame.Map +{ + /// + /// 地图预览器,在 Inspector 中可视化生成并展示全联通网格地图。 + /// + [CreateAssetMenu(fileName = "MapPreviewer", menuName = "Cielonos/Map/MapPreviewer")] + public class MapPreviewer : SerializedScriptableObject + { + // ---------------------------------------------------------------- + // 配置 + // ---------------------------------------------------------------- + + [Title("配置")] + [Required("需要指定 MapGenerationConfig")] + public MapGenerationConfig config; + + [Title("预览外观")] + [Range(300f, 1000f)] + public float previewSize = 600f; + + [MinValue(6f), MaxValue(24f)] + public float nodeRadius = 12f; + + [Range(1f, 6f)] + public float edgeThickness = 2.5f; + + // ---------------------------------------------------------------- + // 节点颜色映射 + // ---------------------------------------------------------------- + + [Title("节点颜色")] + public Color colorStart = new Color(0.4f, 0.9f, 0.4f); + public Color colorNormalCombat = new Color(0.85f, 0.35f, 0.35f); + public Color colorEliteCombat = new Color(0.9f, 0.55f, 0.15f); + public Color colorBossCombat = new Color(0.7f, 0.15f, 0.85f); + public Color colorMechanicalTable = new Color(0.3f, 0.7f, 1.0f); + public Color colorLogisticsCenter = new Color(1.0f, 0.85f, 0.2f); + public Color colorMedicalStation = new Color(0.3f, 0.85f, 0.6f); + +#if UNITY_EDITOR + + // ---------------------------------------------------------------- + // 运行时缓存(仅 Editor) + // ---------------------------------------------------------------- + + [HideInInspector] + public RunMapData previewData; + + // ---------------------------------------------------------------- + // 按钮 + // ---------------------------------------------------------------- + + [Title("操作")] + [Button("生成随机地图", ButtonSizes.Large), GUIColor(0.4f, 0.85f, 0.5f)] + public void GeneratePreview() + { + if (config == null) + { + Debug.LogWarning("[MapPreviewer] 请先指定 MapGenerationConfig。"); + return; + } + + previewData = MapGenerator.Generate(config); + EditorUtility.SetDirty(this); + } + + [Button("清空预览", ButtonSizes.Medium), GUIColor(0.85f, 0.4f, 0.4f)] + public void ClearPreview() + { + previewData = null; + EditorUtility.SetDirty(this); + } + + // ---------------------------------------------------------------- + // Inspector 绘制 + // ---------------------------------------------------------------- + + [OnInspectorGUI] + private void DrawMapCanvas() + { + if (previewData == null || previewData.nodes == null || previewData.nodes.Count == 0) + { + SirenixEditorGUI.InfoMessageBox("尚未生成地图,请点击「生成随机地图」按钮。"); + return; + } + + GUILayout.Space(8f); + SirenixEditorGUI.Title("地图预览", $"共 {previewData.totalNodes} 个房间", TextAlignment.Center, horizontalLine: true); + GUILayout.Space(4f); + + // 预留正方形画布 + Rect canvasRect = GUILayoutUtility.GetRect( + GUIContent.none, + GUIStyle.none, + GUILayout.ExpandWidth(true), + GUILayout.Height(previewSize) + ); + + // 深色背景 + SirenixEditorGUI.DrawSolidRect(canvasRect, new Color(0.12f, 0.12f, 0.15f, 1f)); + + // 计算屏幕坐标 + Dictionary screenPositions = ComputeScreenPositions(canvasRect); + + // 绘制连线(先画) + DrawEdges(screenPositions); + + // 绘制节点 + DrawNodes(screenPositions); + + // 图例 + DrawLegend(canvasRect); + + // 统计信息 + DrawStats(canvasRect); + + GUILayout.Space(4f); + } + + // ---------------------------------------------------------------- + // 坐标映射 + // ---------------------------------------------------------------- + + private Dictionary ComputeScreenPositions(Rect canvas) + { + Dictionary result = new Dictionary(); + + if (previewData.nodes.Count == 0) return result; + + // 找出网格坐标的边界 + int minX = int.MaxValue, maxX = int.MinValue; + int minY = int.MaxValue, maxY = int.MinValue; + + foreach (Vector2Int pos in previewData.nodes.Keys) + { + if (pos.x < minX) minX = pos.x; + if (pos.x > maxX) maxX = pos.x; + if (pos.y < minY) minY = pos.y; + if (pos.y > maxY) maxY = pos.y; + } + + int gridWidth = Mathf.Max(maxX - minX, 1); + int gridHeight = Mathf.Max(maxY - minY, 1); + + const float paddingRatio = 0.08f; + float padX = canvas.width * paddingRatio; + float padY = canvas.height * paddingRatio; + + float cellW = (canvas.width - padX * 2f) / gridWidth; + float cellH = (canvas.height - padY * 2f) / gridHeight; + float cellSize = Mathf.Min(cellW, cellH); + + // 居中偏移 + float totalW = gridWidth * cellSize; + float totalH = gridHeight * cellSize; + float offsetX = canvas.x + (canvas.width - totalW) * 0.5f; + float offsetY = canvas.y + (canvas.height - totalH) * 0.5f; + + foreach (Vector2Int pos in previewData.nodes.Keys) + { + float sx = offsetX + (pos.x - minX) * cellSize; + // Y 轴翻转:网格 Y 越大 → 画布 Y 越小(向上) + float sy = offsetY + (maxY - pos.y) * cellSize; + result[pos] = new Vector2(sx, sy); + } + + return result; + } + + // ---------------------------------------------------------------- + // 连线绘制 + // ---------------------------------------------------------------- + + private void DrawEdges(Dictionary positions) + { + if (Event.current.type != EventType.Repaint) return; + + Color edgeColor = new Color(0.45f, 0.45f, 0.55f, 0.7f); + HashSet<(Vector2Int, Vector2Int)> drawnEdges = new HashSet<(Vector2Int, Vector2Int)>(); + + foreach (KeyValuePair kvp in previewData.nodes) + { + Vector2Int fromPos = kvp.Key; + if (!positions.TryGetValue(fromPos, out Vector2 fromScreen)) continue; + + foreach (Vector2Int toPos in kvp.Value.connectedPositions) + { + // 避免双向连接绘制两次 + var edgeKey = fromPos.x < toPos.x || (fromPos.x == toPos.x && fromPos.y < toPos.y) + ? (fromPos, toPos) + : (toPos, fromPos); + + if (drawnEdges.Contains(edgeKey)) continue; + drawnEdges.Add(edgeKey); + + if (!positions.TryGetValue(toPos, out Vector2 toScreen)) continue; + DrawThickLine(fromScreen, toScreen, edgeColor, edgeThickness); + } + } + } + + private static void DrawThickLine(Vector2 from, Vector2 to, Color color, float thickness) + { + Handles.color = color; + Vector2 dir = (to - from).normalized; + Vector2 perp = new Vector2(-dir.y, dir.x); + + int steps = Mathf.Max(1, Mathf.RoundToInt(thickness)); + float halfT = (steps - 1) * 0.5f; + + for (int i = 0; i < steps; i++) + { + float offset = (i - halfT) * 0.8f; + Vector3 f3 = new Vector3(from.x + perp.x * offset, from.y + perp.y * offset, 0f); + Vector3 t3 = new Vector3(to.x + perp.x * offset, to.y + perp.y * offset, 0f); + Handles.DrawLine(f3, t3); + } + } + + // ---------------------------------------------------------------- + // 节点绘制 + // ---------------------------------------------------------------- + + private void DrawNodes(Dictionary positions) + { + if (Event.current.type != EventType.Repaint) return; + + foreach (KeyValuePair kvp in previewData.nodes) + { + if (!positions.TryGetValue(kvp.Key, out Vector2 center)) continue; + + RunMapNode node = kvp.Value; + Color nodeColor = GetNodeColor(node.nodeType); + + // 外圈(深色边框) + float outerR = nodeRadius + 2f; + Handles.color = new Color(0.05f, 0.05f, 0.05f, 0.9f); + Handles.DrawSolidDisc(new Vector3(center.x, center.y, 0f), Vector3.forward, outerR); + + // 节点填充 + Handles.color = nodeColor; + Handles.DrawSolidDisc(new Vector3(center.x, center.y, 0f), Vector3.forward, nodeRadius); + + // 节点标签 + DrawNodeLabel(node, center); + } + } + + private void DrawNodeLabel(RunMapNode node, Vector2 center) + { + string label = GetNodeShortLabel(node.nodeType); + GUIStyle style = new GUIStyle(EditorStyles.miniLabel) + { + alignment = TextAnchor.MiddleCenter, + fontStyle = FontStyle.Bold, + fontSize = 9, + normal = { textColor = Color.white } + }; + + float labelW = 48f; + float labelH = 16f; + Rect labelRect = new Rect(center.x - labelW * 0.5f, center.y + nodeRadius + 2f, labelW, labelH); + GUI.Label(labelRect, label, style); + } + + // ---------------------------------------------------------------- + // 图例 + // ---------------------------------------------------------------- + + private void DrawLegend(Rect canvas) + { + if (Event.current.type != EventType.Repaint) return; + + var entries = new (MapNodeType type, string label)[] + { + (MapNodeType.Start, "起点"), + (MapNodeType.NormalCombat, "普通战斗"), + (MapNodeType.EliteCombat, "精英战斗"), + (MapNodeType.BossCombat, "Boss"), + (MapNodeType.MechanicalTable, "机械台"), + (MapNodeType.LogisticsCenter, "物流中心"), + (MapNodeType.MedicalStation, "医疗站"), + }; + + const float dotSize = 10f; + const float itemH = 16f; + const float itemW = 90f; + const float padLeft = 8f; + const float padBottom = 8f; + + float totalH = entries.Length * itemH + 4f; + float startY = canvas.yMax - padBottom - totalH; + + Rect bgRect = new Rect(canvas.x + padLeft - 4f, startY - 2f, itemW + 8f, totalH + 4f); + SirenixEditorGUI.DrawSolidRect(bgRect, new Color(0f, 0f, 0f, 0.45f)); + + GUIStyle labelStyle = new GUIStyle(EditorStyles.miniLabel) + { + normal = { textColor = new Color(0.85f, 0.85f, 0.85f) } + }; + + for (int i = 0; i < entries.Length; i++) + { + float y = startY + i * itemH; + + Handles.color = GetNodeColor(entries[i].type); + Handles.DrawSolidDisc( + new Vector3(canvas.x + padLeft + dotSize * 0.5f, y + itemH * 0.5f, 0f), + Vector3.forward, dotSize * 0.5f); + + Rect textRect = new Rect(canvas.x + padLeft + dotSize + 4f, y, itemW - dotSize - 4f, itemH); + GUI.Label(textRect, entries[i].label, labelStyle); + } + } + + // ---------------------------------------------------------------- + // 统计信息 + // ---------------------------------------------------------------- + + private void DrawStats(Rect canvas) + { + if (Event.current.type != EventType.Repaint) return; + + // 统计各类型数量 + Dictionary counts = new Dictionary(); + foreach (RunMapNode node in previewData.nodes.Values) + { + if (!counts.ContainsKey(node.nodeType)) + counts[node.nodeType] = 0; + counts[node.nodeType]++; + } + + string stats = string.Join(" | ", counts + .OrderBy(kvp => kvp.Key) + .Select(kvp => $"{GetNodeShortLabel(kvp.Key)}: {kvp.Value}")); + + GUIStyle style = new GUIStyle(EditorStyles.miniLabel) + { + alignment = TextAnchor.MiddleRight, + normal = { textColor = new Color(0.7f, 0.7f, 0.7f) } + }; + + const float padRight = 8f; + const float padTop = 6f; + Rect statsRect = new Rect(canvas.x, canvas.y + padTop, canvas.width - padRight, 16f); + GUI.Label(statsRect, stats, style); + } + + // ---------------------------------------------------------------- + // 工具方法 + // ---------------------------------------------------------------- + + private Color GetNodeColor(MapNodeType type) + { + return type switch + { + MapNodeType.Start => colorStart, + MapNodeType.NormalCombat => colorNormalCombat, + MapNodeType.EliteCombat => colorEliteCombat, + MapNodeType.BossCombat => colorBossCombat, + MapNodeType.MechanicalTable => colorMechanicalTable, + MapNodeType.LogisticsCenter => colorLogisticsCenter, + MapNodeType.MedicalStation => colorMedicalStation, + _ => Color.white, + }; + } + + private static string GetNodeShortLabel(MapNodeType type) + { + return type switch + { + MapNodeType.Start => "Start", + MapNodeType.NormalCombat => "Combat", + MapNodeType.EliteCombat => "Elite", + MapNodeType.BossCombat => "BOSS", + MapNodeType.MechanicalTable => "Chest", + MapNodeType.LogisticsCenter => "Shop", + MapNodeType.MedicalStation => "Med", + _ => "?", + }; + } + +#endif + } +} diff --git a/Assets/Scripts/MainGame/GameRun/Map/MapPreviewer.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/MapPreviewer.cs.meta new file mode 100644 index 000000000..285802715 --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/Map/MapPreviewer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1909a1a45fa45594e94a89aa02e3dfe2 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Map/Zone.meta b/Assets/Scripts/MainGame/GameRun/Map/Zone.meta similarity index 100% rename from Assets/Scripts/MainGame/Map/Zone.meta rename to Assets/Scripts/MainGame/GameRun/Map/Zone.meta diff --git a/Assets/Scripts/MainGame/Map/Zone/SpawnPoint.cs b/Assets/Scripts/MainGame/GameRun/Map/Zone/SpawnPoint.cs similarity index 100% rename from Assets/Scripts/MainGame/Map/Zone/SpawnPoint.cs rename to Assets/Scripts/MainGame/GameRun/Map/Zone/SpawnPoint.cs diff --git a/Assets/Scripts/MainGame/Map/Zone/SpawnPoint.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/Zone/SpawnPoint.cs.meta similarity index 100% rename from Assets/Scripts/MainGame/Map/Zone/SpawnPoint.cs.meta rename to Assets/Scripts/MainGame/GameRun/Map/Zone/SpawnPoint.cs.meta diff --git a/Assets/Scripts/MainGame/Map/Zone/ZoneData.cs b/Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneData.cs similarity index 100% rename from Assets/Scripts/MainGame/Map/Zone/ZoneData.cs rename to Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneData.cs diff --git a/Assets/Scripts/MainGame/Map/Zone/ZoneData.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneData.cs.meta similarity index 100% rename from Assets/Scripts/MainGame/Map/Zone/ZoneData.cs.meta rename to Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneData.cs.meta diff --git a/Assets/Scripts/MainGame/Map/Zone/ZoneManager.cs b/Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneManager.cs similarity index 100% rename from Assets/Scripts/MainGame/Map/Zone/ZoneManager.cs rename to Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneManager.cs diff --git a/Assets/Scripts/MainGame/Map/Zone/ZoneManager.cs.meta b/Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneManager.cs.meta similarity index 100% rename from Assets/Scripts/MainGame/Map/Zone/ZoneManager.cs.meta rename to Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneManager.cs.meta diff --git a/Assets/Scripts/MainGame/GameRun/RunManager.cs b/Assets/Scripts/MainGame/GameRun/RunManager.cs new file mode 100644 index 000000000..951e2738d --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/RunManager.cs @@ -0,0 +1,10 @@ +using RootMotion; +using UnityEngine; + +namespace Cielonos.MainGame +{ + public class RunManager : Singleton + { + + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/GameRun/RunManager.cs.meta b/Assets/Scripts/MainGame/GameRun/RunManager.cs.meta new file mode 100644 index 000000000..a5dddb61a --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/RunManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8222c6b4127177848ab9c9e8fdc0650d \ No newline at end of file diff --git a/Assets/Scripts/MainGame/GameRun/RunMapData.cs b/Assets/Scripts/MainGame/GameRun/RunMapData.cs new file mode 100644 index 000000000..66196ecdf --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/RunMapData.cs @@ -0,0 +1,42 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Cielonos.MainGame +{ + [Serializable] + public class RunMapNode + { + public Vector2Int gridPosition; // 节点在网格中的坐标 + public MapNodeType nodeType; + public Vector2 position; // UI 定位用 + public string sceneName; // 对应的 ZoneData.sceneName(战斗节点) + public string zoneDataAssetName; // 关联的 ZoneData 资产名 + public List connectedPositions; // 双向连接的相邻节点坐标列表 + + /// + /// 该节点的连接数(度数)。度数为 1 的节点为"死胡同"。 + /// + public int Degree => connectedPositions?.Count ?? 0; + } + + public enum MapNodeType + { + Start, // 起始节点 + NormalCombat, // 普通战斗 + EliteCombat, // 精英战斗(更强的敌人配置) + BossCombat, // Boss 战 + MechanicalTable, // 机械台(宝箱房,可获取装备) + LogisticsCenter, // 物流中心(商店) + MedicalStation, // 医疗站点(恢复HP) + } + + [Serializable] + public class RunMapData + { + public Dictionary nodes; // 所有节点,按网格坐标索引 + public Vector2Int startPosition; // 起始节点坐标 + public Vector2Int bossPosition; // Boss 节点坐标 + public int totalNodes; // 节点总数 + } +} diff --git a/Assets/Scripts/MainGame/GameRun/RunMapData.cs.meta b/Assets/Scripts/MainGame/GameRun/RunMapData.cs.meta new file mode 100644 index 000000000..e6e921c35 --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/RunMapData.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cc9a61a4bf301a349bb971b3362a79f8 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/GameRun/RunState.cs b/Assets/Scripts/MainGame/GameRun/RunState.cs new file mode 100644 index 000000000..23d4d04ae --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/RunState.cs @@ -0,0 +1,18 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Cielonos.MainGame +{ + [Serializable] + public class RunState + { + public RunMapData mapData; // 本局生成的地图 + public Vector2Int currentPosition; // 当前所在节点的网格坐标 + public HashSet visitedNodes; // 已访问节点坐标集合 + public float elapsedTime; // 本局已用时间 + public int roomsCleared; // 已清理房间数 + public int enemiesDefeated; // 已击杀敌人数 + public bool isCompleted; // 是否通关 + } +} diff --git a/Assets/Scripts/MainGame/GameRun/RunState.cs.meta b/Assets/Scripts/MainGame/GameRun/RunState.cs.meta new file mode 100644 index 000000000..3edae284d --- /dev/null +++ b/Assets/Scripts/MainGame/GameRun/RunState.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 83f1dcc80a3c27c4a9340d8cb779c9c7 \ No newline at end of file diff --git a/Assets/Scripts/SLSUtilities/MapCreator/DefaultNode 1.asset b/Assets/Scripts/SLSUtilities/MapCreator/DefaultNode 1.asset deleted file mode 100644 index a0b6bba96..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/DefaultNode 1.asset +++ /dev/null @@ -1,17 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: c203ecf84f1bcc24192fd302209a1a4c, type: 3} - m_Name: DefaultNode 1 - m_EditorClassIdentifier: SLSUtilities::SLSUtilities.Map.MapNodeData - nodeName: Default2 - debugColor: {r: 1, g: 0, b: 0, a: 1} - weight: 1 diff --git a/Assets/Scripts/SLSUtilities/MapCreator/DefaultNode.asset b/Assets/Scripts/SLSUtilities/MapCreator/DefaultNode.asset deleted file mode 100644 index a98058cb3..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/DefaultNode.asset +++ /dev/null @@ -1,17 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: c203ecf84f1bcc24192fd302209a1a4c, type: 3} - m_Name: DefaultNode - m_EditorClassIdentifier: SLSUtilities::SLSUtilities.Map.MapNodeData - nodeName: Default - debugColor: {r: 1, g: 1, b: 1, a: 1} - weight: 1 diff --git a/Assets/Scripts/SLSUtilities/MapCreator/LayeredMapGenerator.cs b/Assets/Scripts/SLSUtilities/MapCreator/LayeredMapGenerator.cs deleted file mode 100644 index bcf7f3471..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/LayeredMapGenerator.cs +++ /dev/null @@ -1,162 +0,0 @@ -using System.Collections.Generic; -using System.Linq; // 需要引用 Linq 进行排序 -using UnityEngine; - -namespace SLSUtilities.Map -{ - public class LayeredMapGenerator : MapGeneratorBase - { - [Header("分层生成设置")] - [Tooltip("地图有多少层(环)")] - public int layerCount = 3; - - [Tooltip("每一层的半径间距")] - public float radiusStep = 5f; - - [Tooltip("每一层最少/最多生成多少个房间")] - public Vector2Int nodesPerLayerRange = new Vector2Int(5, 8); // 建议最小值稍微调高一点 - - [Tooltip("位置随机偏移量")] - public float positionJitter = 1.0f; - - [Header("连通性设置")] - [Range(0f, 1f)] - public float ringConnectChance = 1.0f; // 设为1方便调试环状结构 - - // 辅助数据:按层级索引 - private Dictionary> nodesByLayer = new Dictionary>(); - - // 覆盖基类的 GenerateMap - [ContextMenu("Generate Layered Map")] - public override void GenerateMap() - { - base.ClearMap(); - nodesByLayer.Clear(); - - GenerateNodesInLayers(); - ConnectLayers(); - } - - private void GenerateNodesInLayers() - { - int globalID = 0; - - // --- Layer 0 (Center) --- - MapNode centerNode = new MapNode(globalID++, Vector2.zero, defaultNodeData); - allNodes.Add(centerNode); - nodesByLayer[0] = new List { centerNode }; - - List layerNodeCounts = new List(); - for (int layerIndex = 1; layerIndex <= layerCount; layerIndex++) - { - layerNodeCounts.Add(Random.Range(nodesPerLayerRange.x, nodesPerLayerRange.y + 1)); - } - layerNodeCounts.Sort(); // 从小到大排序,确保外层节点数不少于内层 - - // --- Layer 1 to N --- - for (int layerIndex = 1; layerIndex <= layerCount; layerIndex++) - { - List currentLayerNodes = new List(); - int count = layerNodeCounts[layerIndex - 1]; - float currentRadius = layerIndex * radiusStep; // 半径随层级增长略微加快 - Debug.Log($"Layer {layerIndex}: Generating {count} nodes at radius {currentRadius}"); - for (int i = 0; i < count; i++) - { - float angleStep = 360f / count; - float currentAngle = (i * angleStep); // 先不加随机角度,靠 jitter 产生偏移 - - float radian = currentAngle * Mathf.Deg2Rad; - // 基础极坐标位置 - float x = Mathf.Cos(radian) * currentRadius; - float y = Mathf.Sin(radian) * currentRadius; - - Vector2 basePos = new Vector2(x, y); - - // 加上 Jitter - Vector2 finalPos = basePos + (Random.insideUnitCircle * positionJitter); - - MapNode newNode = new MapNode(globalID++, finalPos, defaultNodeData); - allNodes.Add(newNode); - currentLayerNodes.Add(newNode); - } - - // 【关键优化点】:在生成完这一层所有点后,根据实际生成的“角度”重新排序 - // 这样即使 Jitter 把点的位置打乱了,连接时依然是顺时针有序的,不会出现交叉 - currentLayerNodes = currentLayerNodes.OrderBy(n => - Mathf.Atan2(n.position.y, n.position.x) - ).ToList(); - - nodesByLayer[layerIndex] = currentLayerNodes; - } - } - - private void ConnectLayers() - { - for (int layerIndex = 1; layerIndex <= layerCount; layerIndex++) - { - if (!nodesByLayer.ContainsKey(layerIndex)) continue; - - List currentLayer = nodesByLayer[layerIndex]; - List previousLayer = nodesByLayer[layerIndex - 1]; - - for (int i = 0; i < currentLayer.Count; i++) - { - MapNode currentNode = currentLayer[i]; - - // 1. 向心连接 (Connect to inner layer) - MapNode targetInner = FindClosestNode(currentNode, previousLayer); - CreateEdge(currentNode, targetInner); - - // 2. 环状连接 (Ring Connection) - if (Random.value <= ringConnectChance) - { - // 因为我们在生成时已经按 Atan2 排序了,所以 i+1 一定是几何上的相邻点 - int nextIndex = (i + 1) % currentLayer.Count; - MapNode neighborNode = currentLayer[nextIndex]; - - if (!ConnectionExists(currentNode, neighborNode)) - { - CreateEdge(currentNode, neighborNode); - } - } - } - } - } - - private void CreateEdge(MapNode a, MapNode b) - { - // 简单的防重检查 - if (!ConnectionExists(a, b)) - { - allEdges.Add(new MapEdge(a, b, true)); - } - } - - private bool ConnectionExists(MapNode a, MapNode b) - { - foreach (var edge in allEdges) - { - if ((edge.fromNode == a && edge.toNode == b) || - (edge.fromNode == b && edge.toNode == a)) - return true; - } - return false; - } - - private MapNode FindClosestNode(MapNode source, List candidates) - { - MapNode bestTarget = null; - float minDst = float.MaxValue; - foreach (var target in candidates) - { - float dst = Vector2.Distance(source.position, target.position); - if (dst < minDst) - { - minDst = dst; - bestTarget = target; - } - } - return bestTarget; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/SLSUtilities/MapCreator/LayeredMapGenerator.cs.meta b/Assets/Scripts/SLSUtilities/MapCreator/LayeredMapGenerator.cs.meta deleted file mode 100644 index d4743d35d..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/LayeredMapGenerator.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 072ed2f87a13a1b4fbf73fa9fc545ca5 \ No newline at end of file diff --git a/Assets/Scripts/SLSUtilities/MapCreator/MapGeneratorBase.cs b/Assets/Scripts/SLSUtilities/MapCreator/MapGeneratorBase.cs deleted file mode 100644 index c4239401e..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/MapGeneratorBase.cs +++ /dev/null @@ -1,88 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -namespace SLSUtilities.Map -{ - // 将类声明为 abstract,表示它不能直接挂载使用,必须被继承 - public abstract class MapGeneratorBase : MonoBehaviour - { - [Header("基础配置")] public MapNodeData defaultNodeData; - - // 存储生成的地图数据 (protected 使得子类可以访问) - [Header("生成结果 (Debug)")] [SerializeField] // 加上这个是为了在Inspector里能看到,方便调试 - protected List allNodes = new List(); - - [SerializeField] protected List allEdges = new List(); - - // 抽象方法:强制子类必须实现这个方法 - public abstract void GenerateMap(); - - [ContextMenu("Clear Map")] - public virtual void ClearMap() - { - allNodes.Clear(); - allEdges.Clear(); - } - - // 通用的清理与重置逻辑 - protected void ResetIDs() - { - // 如果需要重新整理ID,可以在这里写 - } - - // 通用的 Gizmos 绘制逻辑 - protected virtual void OnDrawGizmos() - { - if (allNodes == null) return; - - // 画边 - Gizmos.color = Color.gray; - if (allEdges != null) - { - foreach (var edge in allEdges) - { - if (edge.fromNode != null && edge.toNode != null) - Gizmos.DrawLine(edge.fromNode.position, edge.toNode.position); - } - } - - // 画节点 - foreach (var node in allNodes) - { - Gizmos.color = node.data != null ? node.data.debugColor : Color.white; - Gizmos.DrawSphere(node.position, 0.5f); - } - } - } - - [System.Serializable] - public class MapNode - { - public int id; // 唯一ID - public Vector2 position; // 在地图上的坐标 - public MapNodeData data; // 引用上面的ScriptableObject数据 - - // 构造函数 - public MapNode(int id, Vector2 pos, MapNodeData data) - { - this.id = id; - this.position = pos; - this.data = data; - } - } - - [System.Serializable] - public class MapEdge - { - public MapNode fromNode; - public MapNode toNode; - public bool isBidirectional; // 是否双向 - - public MapEdge(MapNode from, MapNode to, bool bidirectional) - { - this.fromNode = from; - this.toNode = to; - this.isBidirectional = bidirectional; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/SLSUtilities/MapCreator/MapGeneratorBase.cs.meta b/Assets/Scripts/SLSUtilities/MapCreator/MapGeneratorBase.cs.meta deleted file mode 100644 index 12ef1e222..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/MapGeneratorBase.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 5fb9c1d28c78ce94595b66cc283b2b49 \ No newline at end of file diff --git a/Assets/Scripts/SLSUtilities/MapCreator/MapNodeData.cs b/Assets/Scripts/SLSUtilities/MapCreator/MapNodeData.cs deleted file mode 100644 index c7f75418e..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/MapNodeData.cs +++ /dev/null @@ -1,12 +0,0 @@ -using UnityEngine; - -namespace SLSUtilities.Map -{ - [CreateAssetMenu(fileName = "MapNodeData", menuName = "SLSUtilities/Map/Map Node Data", order = 1)] - public class MapNodeData : ScriptableObject - { - public string nodeName; - public Color debugColor = Color.white; - public float weight = 1.0f; - } -} \ No newline at end of file diff --git a/Assets/Scripts/SLSUtilities/MapCreator/MapNodeData.cs.meta b/Assets/Scripts/SLSUtilities/MapCreator/MapNodeData.cs.meta deleted file mode 100644 index 5d4967889..000000000 --- a/Assets/Scripts/SLSUtilities/MapCreator/MapNodeData.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: c203ecf84f1bcc24192fd302209a1a4c \ No newline at end of file diff --git a/Packages/com.bezi.sidekick/Editor/Plugins/BeziSidekickInternal.dll b/Packages/com.bezi.sidekick/Editor/Plugins/BeziSidekickInternal.dll index fb23843db..6d7c6811c 100644 Binary files a/Packages/com.bezi.sidekick/Editor/Plugins/BeziSidekickInternal.dll and b/Packages/com.bezi.sidekick/Editor/Plugins/BeziSidekickInternal.dll differ diff --git a/Packages/com.bezi.sidekick/package.json b/Packages/com.bezi.sidekick/package.json index 701548f11..47b131d6b 100644 --- a/Packages/com.bezi.sidekick/package.json +++ b/Packages/com.bezi.sidekick/package.json @@ -14,7 +14,7 @@ "bezi3d" ], "unity": "2018.3", - "version": "0.84.5", + "version": "0.85.2", "type": "library", "hideInEditor": false, "dependencies": {